AE 2013 requests

I don’t understand what this means. Every Ultra in the game regardless of how many hits the Ultra itself is, only scales once. Focus attacks count as two levels of scaling, and so do Ultras. But the general rule is, if you only have to hit the buttons once to execute the move, it only counts once against scaling.

Damage Scaling in SF4 works as follows:
1st hit - 100%
2nd hit - 100%
3rd hit - 80%
4th - 70%
5th - 60%
6th - 50%
7th - 40%
8th - 30%
9th - 20%
All following hits - 10%

This doesn’t take into account the amount of health a character has left - if you are lower on health the damage you take is also reduced.

So basically, Chun’s U2 does 330 damage unscaled (I believe). Each hit of the Ultra, regardless of how many hits it does (like 20 hits or something like that), does not scale upon the previous hit. So let’s say you do cl.HK xx EX Legs > Ultra 2.

cl.HK = 100
EX Legs is SUPPOSED to do 160, but against most opponents it only does 120 because it only hits 3 times. For the sake of argument we’ll go with the frame data guide and say 160.
Ultra 2 = 330 * 70% (because even though it’s the third hit, it counts twice against scaling, meaning it goes to scaling level 4) = 231.

The combo in its entirety should do 491 damage.

So I’m not sure what you mean when you say U2 should do fewer hits, because the next hits once you execute U2 don’t scale.

EX Legs back to vanilla damage (50 per hit)… mmmm :lovin:

I would like to see ex hazanshu track up until it’s current range, that way it’s startup invulnerability would actually be useful on wake up and in general worth the meter. Also would solve the problem of sbk being her only reversal option.
I personally like her back-mk sequence, when I have the meter to fadc. What I think would make it more viable is make the entire sequence count as one move, or at least the first two parts. this would mean u2 gets full damage off a fadc (430) and 80% after the upkicks. Also, headstomp should be jugglable after the whole thing too (you would have to land-dash-jump midscreen).

Wish list…

Let her cancel cr. mp.

Give her command close HK. Let her Cl. HK come out from far away with a double tap, like Sagat’s fake.

Make d/f lk airborne sooner so she can use it against throw techs and throws.

Give spinning bird kick an awkward amount of start-up invincibility, preferably until she is air-borne. Sort of like ST.
Make her SBK airborne sooner.
Yes! Air SBK!

Give her up-kicks. Make it a down charge motion, like guile’s flash kick. Make SBK a back charge command.

Make EX SBK FADC-able. Come on… 3 bars and no damage for an FADC is not that cheap.

EX Hazanshu should break armor

  • All normals break armor
  • All moves FADCable (even Super and Ultra)
  • Instead of headstomp being limited to 3 reps, make it loopable infinitely
  • Last hit of Ultra 1 and Ultra 2 does 1200 damage (even on chip) and never scales
  • Air fireball
  • Air SBK
  • Air Hazanshu
  • Dive kick
  • Air FADC

STREET FIGHTER 4 RAINBOW EDITION LET’S GOOOOOOO

(disclaimer: I have not gotten much sleep)

I was going to follow the game and ask for something ridiculous like an air Shoryuken.

Then I realized she has an air Tenshokyaku in Marvel already.

this and

lk+mk -> Ex Lk hazanshu
mk+hk -> Ex mk hazanshu
lk+hk -> Ex hk hazanshu

and less recovery, so you can cross up them easier after the knockdown

which reminds me, wtf with our cross up short and forward? is almost impossible to cross up rose and guile

You could always ask for thar Air Demon from MvC1/TvC. :lovin:

[media=youtube]8xPw4TlnI_Y[/media]

Wouldn’t straight up tracking be better instead of Juri buttons?

if you are talking about tracking as in bipson´s stomps then no, hell no

I’ve given this some thought lately…this is what I would like to see for Chun-Li buffs. Something to make her more competitive but not AE Yun retarded.

Must Have Buffs:

Either…
– Make Tenshokyaku a regular move.
LK MK HK EX Versions. All versions FADC-able. EX with invincibility. Ideally all versions can be combo’ed into. This gives her another meterless combo option and also helps to cover some of her AA problems, specifically dive-kicks. With no invincibility on the normal versions she’ll need EX to make it a valid reversal, so it’ll be similar to EX SBK. However being able to do EX Tenshokyaku FADC will give her one very expensive get out of jail free card, where now she has none.

Or…

– Expand hitbox/shrink hurtbox on EX SBK.
It’s well known that dive kicks and certain cross-ups can trade if not beat EX SBK. For a move that costs DB charge, meter, usually leads to no follow-up damage, and cannot be FADC’d to safety, I think that’s horrible. This move should be guaranteed. So dive kickers can’t just have their way with her, they’ll have to find a way to get her to stand up before trying to get fancy with dive kicks. Since this move is easily safe-jumped, and then lost because Chun loses her charge, I think it should beat anything that isn’t a safe jump.

I don’t think she needs both, one or the other will do. Personally I’d like to see EX SBK buffed, but either I would be happy with.

– Make U1 Invincible to air fireballs
This is pretty much the anti-Akuma buff. There’s a lot about that matchup that is just awful for Chun. It doesn’t help that he can run away all day and there isn’t much Chun can do to discourage him. Letting Chun’s U1 blow through air fireballs will at least give him a reason to stay on the ground. Together with the Tenshokyaku or EX SBK buff, she’ll have better ways to defend herself against the vortex. Even with this Akuma would still be a tough match, but it would be a lot more manageable.

Without these changes no matter what else we do to Chun she’ll still get run over by the dive kickers and Akuma. That alone is enough to keep her out of competitive play.

Buffs I’d Like (But not as necessary as the ones above)

– Increased vitality
There’s zero reason why Chun has to pay the vagina tax. Esepcially with her meh defense.

– Increased damage on Hasanshu, +1F advantage on hit
Slow overhead that is beaten easily by jabs and loses completely to focus. She should get more of a reward for landing it. This would let her land more damaging combos if she does land it. Still a risky move to throw out, but with more payoff.

– Increased damage on sweep, EX Legs
Sweep should go back to Super damage value. For being her B&B the EX Legs combo doesn’t do a whole lot of damage. She should get a little more mileage out of EX meter usage. Buffed damage on sweep lets her get more mileage out of HK/MK Legs -> Sweep combos.

– Fix whatever it is with the hitboxes that makes EX Legs whiff on crouching Blanka
Seriously. Please.

That’s all she needs to be competitive. I don’t think any of this would make her broken - she has a lot of offensive options but they’re all risky and vulnerable so Chun would still have to be smart about her method of attack. This would just make her risk/reward ratio a little better than it is now.

If we’re going to be serious about it (Rainbow Edition nonsense aside), tbh I think that all Chun REALLY needs to fix her competitiveness is to have either of the two things Azrael mentioned in his post. I don’t think she needs the rest of that stuff. It would be nice, but not necessary for character balance. As long as she has a better reversal, whether that’s in the form of EX SBK getting buffed or making Tenshokyaku a command move, her viability goes way up.

I still think her EX SBK’s 1st active frame should have the hitboxes on both of her legs and have a better vacuum effect.

air hosenka, do it

Azrael’s buff’s are pretty sound…especially when I play against Blanka…I almost dread it…
I just want to add the neutral s.mk. should be better…it should work right on regular jump ins but instead it trades more the 50 percent of the time.

I have heard from a very reliable source that a 2013 patch for AE is in the works.

The only other buff I would really like is to have Hosenka always juggle in the corner against all characters. That combined with a viable reversal (Tenshokyaku or EX SBK) would convince me to try to be competitive in this game again.

Otherwise I guess I will just wait for Street Fighter 5 lolololol

remove ground target combo

i have said it before

give armor breack to hazanshu [S]and armor to ex hazanshu for lulz[/S]

Anyone heard anything about ae 2013 or rebalancing?